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path: root/go/game/unit.go
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* do not assume a unit always has a tileFlorian Fischer2025-09-081-1/+1
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* replace yaml.v3 with goccy/go-yamlFlorian Fischer2025-09-041-1/+1
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* reorganize upkeep and parse additional action effectsFlorian Fischer2025-08-201-2/+4
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* implement mace and add damage dealt events/triggersFlorian Fischer2025-08-201-1/+1
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* add support for flexible attacksFlorian Fischer2025-08-201-6/+23
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* remove paralysis marks debug outputFlorian Fischer2025-08-201-1/+0
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* initialize units with an available street actionFlorian Fischer2025-08-201-0/+1
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* support unit state marksFlorian Fischer2025-08-201-3/+17
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* add boss type as unit specializationFlorian Fischer2025-08-201-1/+1
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* support street actionsFlorian Fischer2025-08-201-5/+11
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* do not pass the map through the Attackable* function familyFlorian Fischer2025-08-201-6/+7
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* do not consider houses as attackable tiles for ranged combatFlorian Fischer2025-08-201-1/+15
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* add unit assertionFlorian Fischer2025-08-201-0/+7
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* implement house tile effectFlorian Fischer2025-08-201-5/+0
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* detect end of unit AI actions and tap the unitFlorian Fischer2025-08-201-0/+5
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* introduce game.State interface abstractionFlorian Fischer2025-08-201-2/+2
| | | | | This allows to not use the internal game state directly from client code.
* fix available unit actionsFlorian Fischer2025-08-201-15/+21
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* only generate ArtifactMoveActions if the switched positions are suitableFlorian Fischer2025-08-201-1/+4
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* implment upkeep costs using ResourceCostsFlorian Fischer2025-08-201-5/+5
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* intermediate commitFlorian Fischer2025-08-201-28/+10
| | | | | | | | | | | * Implement move artifact action * Fix widget update memory leak * update the highlights not during on each frame * do not update the unchanged label of a button * Allow to exit the game by pressing 'q' * Implement some cards from the magic set * Improve permanent formatting * Some tweaks to UnitAI code
* implement equip actionFlorian Fischer2025-08-201-0/+27
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* export less methodsFlorian Fischer2025-08-201-11/+8
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* implement unit and artifact switch actionFlorian Fischer2025-08-201-6/+7
| | | | | | | | | | Simplify the Choice Widget and make it a TextBox variant. Drive-by fixes: * ui.Collection: prioritize newer widgets during active widget selection * game.FullAction: fix incorrect cost function. Full actions cost all available actions. Also fix the cost check
* client: use only the currently available actions in the action choiceFlorian Fischer2025-08-201-2/+20
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* replace Fatalf with PanicfFlorian Fischer2025-08-201-1/+1
| | | | Panicf includes a stacktrace and causes a debugger to halt.
* fix ai NPE when selecting a unit where to spawn frost pylonFlorian Fischer2025-08-201-12/+3
| | | | | The NPE is caused by any piled permanent with which TilesInRange is called.
* intermediate commitFlorian Fischer2025-08-201-2/+35
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* fix unit onPile hook argument forwardingFlorian Fischer2025-08-201-1/+1
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* intermediate commitFlorian Fischer2025-08-201-57/+5
| | | | adding area effects and hooks for permanents entering and leaving tiles
* improve permanent pile supportFlorian Fischer2025-08-201-2/+17
| | | | | | * Fix alot of bugs caused by permanents without tiles * Implement a permanent choice to select the permanents in a pile * Fix how pile hooks are called
* support crewingFlorian Fischer2025-08-201-9/+47
| | | | | | * Introduce new callback for leaving a pile without beeing dropped * Fix equipment contrsuctor * Implement attack inheritance
* move unit upkeep code to Unit onUpkeep hookFlorian Fischer2025-08-201-0/+4
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* change unit attack representation and implement swordFlorian Fischer2025-08-201-7/+5
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* add equipments and pile hooksFlorian Fischer2025-08-201-0/+12
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* add support for additional base actionsFlorian Fischer2025-08-201-4/+18
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* intermediate commitFlorian Fischer2025-08-201-0/+211